Just pushed an update if anyone is interested in seeing what parts didn't make the deadline, and got further-delayed, as well... (My fault, not the artists'.)
SilverKnightGG
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Yeah, I would love to know why this happens for embedded games on Itch. My builds for desktop and the game in the editor do not do this. It seems to have something to do with exporting for web, or with embedding here. I have not figured it out yet. Thanks for taking a look. Yeah, this game ended up being mostly a demo of what we can do with shaders and music and my own simple ad-hoc physics that I wrote.
Before I even try this, I have to say, I'm super jealous. I didn't think I'd be able to pull off a game of this genre, myself, so I haven't really given it a shot yet. I'm a big Godot-dedicated dev, and so far I've limited myself to much smaller games. It would be awesome to work on something like this at some point, though. Congratz on having the chutzpah to take this project on. I'm looking forward to trying it out and giving feedback!
Nice. I gave it a shot. It seems like you have the basic combat system working okay. Hit me up if you want some tips, or hop on over to the gdquest discord and ask there. Lots of helpful folks answer questions every day. You'll probably run into me there, too. One of my hobbies is helping out Godot learners!
I like calligraphy, too. I just have trouble with reading it that I didn't have when I was younger. My eyesight is fine, but my brain just starts getting lost when fonts are too small or the kerning/style makes the glyphs harder to quickly distinguish. At least you didn't squish the lines together vertically like some typing tests do with their paragraphs of text. I can't handle those at all. lol
Thanks for trying it out. Sorry for the late reply. I honestly wasn't sure those little pieces were such a great idea. I could have given them shadows, but I was sort of worried about having that many shadow-enabled objects on screen at a time (since the headlights required having four active sources at once for how they were casting shadows). I originally had the room basically pitch black, but the colors ended up much more washed-out in the lights than I liked, so I left the room just very dim, instead.
Those dogs are quirky. They abuse a sort of side-effect of physics layer shenanigans. As a result, some weird behavior will emerge under the right (or wrong) circumstances. You can sometimes swing them around. I knew about this quirk a long time ago, and deliberately used it here, because I was hoping it would make people laugh. I'm thinking it just doesn't get a chance to happen that often, though. Try letting the dog "bite" for a half-sec of sitting still, and then turn in place. Sometimes they will "stick" to the collision point, and you can swing them around the bot. My intent was for that to simulate them sinking their teeth in and not letting go in a funny way.
Just saw this. Yeah, I don't mind. I'm still trying to recruit more, though. I'd like to find a versatile artist. I can do "art", but don't really consider myself an artist, and my concept art isn't great. I'm mostly good at textures, tilesets, animation, polishing and adding effects on the art side of things. I have a discord I can invite you to where I have a channel dedicated to game dev, as well.
I can do pretty much all of the things for a game, but I have been working and learning solo for so long. I would benefit a LOT from learning to work with a team again. It's been a lot of years since I've done that. I know a guy for music, but I think at least one artist and one or two other in-engine coders/builders would be good to have. I can helm design, or I can focus on systems/effects/you name it.
I've also never actually done a game jam before and I really want to try so I can bring that experience back to my own projects!


